this patch will remove Glory, and increase rank points earned, we don’t know when the balance patch will be…if it does
It is nowhere near as bad as before.
But yes, I also encounter rare lag spikes (non-responding) while playing on Temple of the Silent Storm.
Mind you they only seem to last 3-5 seconds now, whereas the last time this happened, it completely disconnected clients.
This patch on the 18th, isn’t a large feature patch, people seem to have this misconception
I would prefer to see PvE maps integrated into Edge of the Mists instead
What I don’t understand is why solo queue doesn’t work like the random arena system in GW1. If your team wins then it keeps your roster together for the next round. If you lose, the team is disbanded. If you win enough games in a row then you get put into team queue automatically.
If the roster loses anyone at all between rounds the counter until your random team gets put into team queue resets. If you leave the roster you can’t rejoin it unless you want to go straight into team queue.
What do people think about that?
@John C If you wanted to remove solo queue and just allow people to queue up for team queue by themselves if they wanted to, you’d still need to have some kind of buffer against premades. And even then, the fact that many premades use voice chat gives them a huge advantage. So again I’d ask for in-game voice chat, or some other game mode to queue for where voice chat amplified teamwork doesn’t give such a huge advantage.
I agree with people that want the option to solo queue and try to play seriously. Solo queue as it is right now reminds me of TF2lobby and some IRC rooms designed to setup random scrims in other games. The biggest boon solo queue has over those options in other games is that it completely eliminates premades.
I would have to agree, that every system they had in place for GW1 was optimal.
Automated Tournament system
RA > TA
HA
GvG
These were all core PvP modes, and the systems in place worked immaculately.
Unfortunately, we will have to wait until we have some other game-modes are introduced into GW2 before we can actually compare what we have (which is just a cut-down, miniature version of Alliance Battles)
What kind of communication are you trying to improve via the UI?
Is the context Solo Queue?
Is the context Team Queue?
In general Mesmer Illusions are not helpful with the UI and understanding how many players one is up against. This is exclusively from a UI perspective. Players using voip applications can communicate this. They can also communicate more rapidly than any most means available via the UI. The mesmer illusion feature is was obviously a design decision, and can’t be changed because it’d be fairly simple to use the minimap to find where the real mesmer is.
In my opinion you’ll never have a high enough quality of communication via a UI that is available via voip. No matter what you add to the UI, voip will always be better or the additions will supplement voip and make it that much more important to have.
I personally have no issues finding the real mesmer in a group, there are plenty of tells, such as buffs, auras, movement, etc. This really comes down to a keen eye.
I could swear I saw the sun actually rising in Lion’s Arch the last day before it was attacked. It was a very subtle change in night/day, but the darkness clearly was slowly receding – and then when I looked up into the sky I saw the sun disk actually move to its “day” position. It’s a shame it’s not more of a gradual move and proper dusk and dawn with all the lighting that go with that, but saying there’s no day/night transition isn’t entirely true. I do agree that there could be more of that, especially random weather would be pretty epic.
I don’t believe anyone said there was no transition at all, it is just very sudden. Light > Kinda Dark> Light > Kinda Dark
And it still bugs me that alot of non-essential NPCs never sleep, or eat…or move…(and if they do…it is in a circle to repeat dialogue again)
There are things that can be fixed, but require a large community to accomplish.
This hit me when I saw the Ladders and Seasons thread.
Ladders (and proper player rankings to matchmake) would work wonders for putting players of similar skill level together for matches. But with so few people this would either lead to a:) an hour long queue with noone else in your bracket, or b:) combining different brackets together to lower queue times rendering the entire system pointless.
We need people to be play PvP to properly set up alot of things that would fix the issues.
People do not want to play something that has low priority on balance, no variety in gameplay, and no rewards to compensate. Right now it is just baby steps, taking those one at a time to get things into working order. Whoever thought the current state of PvP is in need of ladders and seasons is poorly informed, and possibly rather disconnected from the game and its playerbase.
The problem with trying to force competitiveness and PvP, is that it doesn’t work. If a game is well balanced, has some interesting mechanics, and fun things to do, people will find a way to make it pvp and competitive (see: Warcraft 3/DotA) and it will happen naturally, and that is the best way to nurture it.
other than voice communication, there are a few things that can be done.
1.) Communications Rose (LoL, Battlefield games, etc.)
Usage: Shift and Hold Left-Mouse button on your mini-map (or rebind to a better key) to display the Communications Rose / Pop-up Communications.
While the pop-up is active, a player can mouse-over several commands that they can issue to the location clicked onto the mini-map.
For ease of use, 4 Commands would include:
– Attack Area
– Defend Area
– Watch Area
– Do Not Go to areaThis would be pinged onto the map for 1-3 seconds and display a graphic to indicate what command was used (such as a Red X for the “Do Not Go” Command) with a small, not overly audible sound with it.
2.) New Player Icons
When a match begins, players can opt to display a colored circle around their class icon to indicate the type of role they are using.
- Orange Outline: Indicates the player is a primary Damage source for the team.
– Teal Outline: Indicates the player is a Control source for the team.
– Green Outline: Indicated the player is a Defensive/Bunker for the team.(colors may vary)
Along with player icons, perhaps, the icon of the player should be greyed out when they are defeated (currently it just displays their normal icon, and it looks like they are just standing still according to the map, meaning you must check the party bars to confirm.)
The color outline idea is cool! I’d also like to be able to specify which role I intend to play and have that role factored into matchmaking. Players could designate a role to themselves when they went into queue so that you wouldn’t end up with a team of four roamers or four bunkers.
Exactly, this could be implemented directly into the matchmaking to try to assist in team creation…i just fear that trolls may find that enticing.
other than voice communication, there are a few things that can be done.
1.) Communications Rose (LoL, Battlefield games, etc.)
Usage: Shift and Hold Left-Mouse button on your mini-map (or rebind to a better key) to display the Communications Rose / Pop-up Communications.
While the pop-up is active, a player can mouse-over several commands that they can issue to the location clicked onto the mini-map.
For ease of use, 4 Commands would include:
– Attack Area
– Defend Area
– Watch Area
– Do Not Go to area
This would be pinged onto the map for 1-3 seconds and display a graphic to indicate what command was used (such as a Red X for the “Do Not Go” Command) with a small, not overly audible sound with it.
2.) New Player Icons
When a match begins, players can opt to display a colored circle around their class icon to indicate the type of role they are using.
- Orange Outline: Indicates the player is a primary Damage source for the team.
– Teal Outline: Indicates the player is a Control source for the team.
– Green Outline: Indicated the player is a Defensive/Bunker for the team.
(colors may vary)
Along with player icons, perhaps, the icon of the player should be greyed out when they are defeated (currently it just displays their normal icon, and it looks like they are just standing still according to the map, meaning you must check the party bars to confirm.)
2 other things to consider:
- Resignation: add a /resign function for teams to end a match early when in an extremely snowballed situation, requiring all members of the team to type the command to accept.
- Reporting: add the ability for a team to report a player for AFKing, with a possibility of adding 1 dishonorable to them.
- Match Start Delay / Pause: When in a 4v5 situation, allow the timer (if before match start) to delay until a new member can be substituted in their place after a 15 second grace period.
If a player leaves mid-match, allow the game to pause if all players currently present, (on the team with the disadvantage) wish to suspend the match by displaying a pop-up window asking the players. It will suspend for 20 seconds and attempt to find a replacement player, then resume regardless after the 20 second period.
(edited by Zietlogik.6208)
Thanks for the post infantrydiv. Your take on the situation is incredibly insightful and well thought out. I really appreciate your constructive feedback on where the game is and where it should go to accomodate players at all levels.
Do you feel that Solo Arena has any benefit to a player for learning how to play as a team?
Solo Arena does not, I have learned a few things about team play and rotations in SoloQ, but it wasn’t from the game, it was from the other players. This is where the game falls short, it doesn’t teach anything.
And with the objectives so singular, it is harder for a team to actually play together, since the gamemode currently defines having everyone split apart.
The most important thing for a team right now in GW2 sPvP is communication, where players are moving, where help is needed. It outshines actual teamwork, and players cohesively working together in-game and with eachothers classes.
Having all 5 players playing as their own solo entities and being good at that singular role is what works well in soloq, not teamwork.
A decap eng, bunker guardian or a single roamer pushing onto points changes the battle. You just have to know where on the map to outnumber your opponent and move there quickly. (and there are only 3 points on the map that needs to happen [see: conquest])
This is what makes it so much less competitive than let’s say: League of Legends.
Each person has to play their role, then each of those roles are combined into a team.
Currently in GW2 there are no roles needed by the game other than “hold a capture point”
Whereas in LoL, that is how the start of the game is, but each tower is a point, the dragon is a point, baron is a point, both red buffs are points, both blue buffs are points, every part of the map is utilized, and moving around as a team without vision is vital.
It is very hard to say what would need to be added to make sPvP competitive, but in its current state, it definitely falls under “Casual”
You don’t need to know anything about sPvP when jumping in, you see points, that’s it. You learn about playing your class, as well as fighting others while playing sPvP, it feels more like a mini-training ground to the basics of combat, rather than a competitive environment.
And this is especially true in HotJoin, where most people play for kills and combat, rather than playing the objective in the first place.
(edited by Zietlogik.6208)
Darker nights, night + blizzards/heavy rain causes super hard mobs to spawn, full moon spawns special champions
In due time, we all know we can’t ask for too much without it taking 3 years to implement, lets start with something small :P
Having the ability to zoom the camera out farther would reduce the overall amount of space (on screen) needed to be moved by each mouse turn…meaning less motion sickness, and better area awareness at the same time. win-win
As a thief main in pvp here are some ideas and little twists I thought up to add some counter play to stealth.
Using a combo finisher on a light or fire field would cause all stealthed foes in a certain radius of it to get there shadows revealed, or stepping on a light or fire field would reveal their shadows as well, and their shadows would be revealed for the duration of their stealth.
The only way I think the idea of a stealthed foe getting hit knocking them out of stealth would work, is if it didn’t cause the revealed debuff. That way skills like shadow refuge wouldn’t become completely useless. And if a thief gets knocked out of stealth they have to think should I blow my 6 initiative or utility to restealth attack again or make a calculated retreat.
I actually like this idea of new combo finishers, or even just combo fields that would apply revealed. Or a new condition….oh god, I did not just opt for yet another condition to be added to the game, what am I thinking…
What if they removed nameplates during the dark o.o
various creatures and foes lurking around corners that you would only see if you target them….or see them in the dim light ofc.
There are alot of “immersion” effects that I notice when I turn my UI off, even if they aren’t directly linked to my UI at all, you just notice more about your surroundings, animations and the game all together without the UI.
Try running around in a zone and turn the UI off (Ctrl+Shift+H) and you will know what I mean…it makes the experience far more interesting tbh.
But that is straying off course here:
Need better shadows, lighting hues and weather effects plox
Am I the only one who doesn’t care which gender has a prominent role? o.O
Thanks for the link, I know where they were before the change to LA. The problem is that none of the aquatic life survived the invasion and was wondering if anyone has seen them elsewhere.
The link tells you all the locations they are…well…located, you should try actually clicking on it. They are just not in LA anymore, the other locations are still fine.
(edited by Zietlogik.6208)
They could even go as far as to add some little detailing to NPCs as well during different times of the day.
Right now, noone sleeps! People just stand in the same place all day, all night, no change. We don’t have quest givers, so these NPCs don’t need to be in static locations.
The battle and the story are separate entities, the last section is mainly for story, the knights and holo are for difficulty + rewards
Is there a chance that there will be a graphical update in the future to change the ways some of the weather effects and lighting work?
Currently they are 2 things that seems very “locked-in” and not dynamic, in a world that is supposed to feel alive.
It will be raining here, but not there, weather never really changes, and when it does it seems to be limited to either a light rain, or no rain.
And lighting just seems awkward all in all, there are no real sunset or sunrise settings unless they are in areas where the entire sky changes suddenly to be that way (near Shadow Behemoth for example)
Shadows do not extend or retract based on where the sun / light sources are, the colors never change when the sun sets and rises (there is no orange, or other color hues)
it more or less goes from dark, into light, back into dark. And the dark isn’t dark, it is just grey, a bright grey during the night in most areas.
I don’t know these types of little things just bother me when I notice them so easily.
I enjoyed the track that plays during the marionette battle, but yes, the music has been getting more into the “epic fantasy” whereas mr.Soule’s is more ambient and immersive, so it is a nice contrast.
TBH, i would like for them to bring in more of Soule’s music into the zones while exploring though, there is too much repetition currently.
it is all about dodging that large circle when you reach her, you can non-swiftness run to her, start the animation, then the circle appears, dodge as best you can into the wall to your left/right and spam F to re-start the animation.
You get enough time to get the finisher off, but it is so insanely close, you have to do it perfectly
he means: http://argos-soft.net/GW2/ImgA/carletli_0_0_10_0.png
I am curious as well, i do like the shoulders and gloves
You still need cooldowns on skills, even with an “energy” system like initiative, I think this is where alot of issues with thieves steam all together, but that is a different discussion all together…
But changes need to be made, stealth cooldowns, in-combat use and COUNTERS. (not including consumables from WvW)
most annoying part is the unskippable cutscenes….
I alt tab, I can go make some food, watch a movie, all while the cutscene plays….just so I can do something in 10 seconds
(edited by Zietlogik.6208)
FYI, we don’t think it’s balanced. That’s why we’re still balancing it.
The OP actually makes a good point, though. For this particular feature build, we have not shared much about what’s going on, we get that. Don’t mistake that with we’re not doing much, though.
Thanks for the feedback
Bolded the interesting part. A while back, it was stated by a dev that the team DIDN’T want to wait for feature builds to apply balance, bug fix, and polish updates. That they would apply them when they were needed, and leave the “big patches” for the content updates.
Why has this been thrown into the fire?
We got blue and green, but no red, then event ended
play a few more matches….it is insanely easy to get in the top 1000, so you just have to log in and it will show you later on.
Rewards:
For 1st place in 2v2: each member receives
* Exclusive weapon skin of their choice
* 10g
For 1st place in 3v3: each member receives
* Exclusive armor skin (set) -or- Weapon Skin
* 10g
* Exclusive Finisher
For 1st place in 5v5: each member receives
* Exclusive: Gladiator’s Cape (Should skin with flowing cape) -or- Weapon Skin -or- Armor Skin
* 20g
* Title “Conquerer of the Arenas”
We all know this big mess has to be cleaned up sometime…but here is something I can hope to happen when it does
The Magnus Games!
The terrain of Lion’s Arch has changed, Scarlets drill is destroying old and new Lion’s Arch alike in the middle of the bay.
As a testament to the endurance of Lion’s Arch, and the bravery of it’s citizens, an arena should be built.
This is not new. To anyone who has read the Guild Wars novels, this makes sense (kinda) due to Magnus being the master of the arena where the Edge of Steel and Dragonspawn’s Destiny had fought to form the alliance of Destiny’s Edge.
Now down to the gritty details, mechanics, and rewards:
Duels:
I am not a fan of duels, but many a player seems to enjoy them, so this would be a great way to actually implement this feature, along with some others.
Arena Mechanic:
Similar to how the dome/arenas in Divinity’s Reach worked, you would queue (with you, and up to 5 people) into the Arena’s roster list, and when 2 matching sized parties are through the queue process (through the list), they would be entered into the arena for a friendly battle. This will be how the arena functions on the non-tournament day.
Tournaments: (rewards too!)
This is where the meat of the arena is. Each week, on a certain day (let’s say thursday, since its the unwind phase for WvW players), tournaments will take place within each server. These alternate each week, switching between 2v2, 3v3 and 5v5, each with their own rewards for 1st place.
Throughout the day, a mini-leaderboard will keep a tally on each team that has participated and perhaps even run in a ladder/bracket style (or similar to GW1 automated tournament system)
The team that has the most points at the end of the tournament, and places 1st in the standings will receive exclusive rewards based on which tournament was running that week (2v2, 3v3, 5v5)
Only if there are enough participants/teams to qualify for a full tournament roster
Many of you do not know, or have forgotten…this has happened before:
http://wiki.guildwars.com/wiki/The_Battle_for_Lion's_Arch
Prior to Guild Wars 2. Kryta and it’s regions, including Lion’s Arch, where under heavy influence from an array of different…minds
The White Mantle ( http://wiki.guildwars.com/wiki/White_mantle ) and their hosts the Mursaat ( http://wiki.guildwars.com/wiki/Mursaat ) had both political and military strength to govern the region, although Lion’s Arch stood as a bastion.
250 years later, we now have yet another battle on our hands, on top of the ruins where the Mursaat and White Mantle made a desperate push to kill the Krytan Queen.
What intrigues me the most in this set of events, is that the battle had a heavy presence of the Mursaat themselves, and their Jade constructs. And even though the majority of the White Mantle is scattered and defeated, the Mursaat were a bit more subtle in their defeat, and they may still exist.
In fact, we believe that one ( http://wiki.guildwars.com/wiki/Lazarus_the_Dire ) may still definitely be alive.
Scarlet is digging into the ruins of Lion’s Arch, there has been nothing of note in all the original Guild Wars to note that anything even exist below. But this one event was a monument to be recorded into Lion’s Arch history.
And with the mursaat involved, I can’t help but think the Seer’s will have been watching as well. And as far as I know, both the Seers and the Mursaat pre-date humanity, and are able to hide from anyone without “true sight”.
Scarlet has been seeing nightmares of her own, possibly seeing things so far in the past…that they may pre-date humanity.
Has there been a ley line below Lion’s Arch feeding magical energy linked to a dragon? Is this all she seen? Or possible other ancient beings instead…
[SPECULATION TIME]
Last Match:
3 Engineers
1 Necro
1 Ranger
Map: Skyhammer
Result: The most kittening infuriating match I have ever played….I am sure the 1 year span it will take for the programmers to remove the map and fix the CC issues in the game, then it will still not be worth playing.
This has just been ignorance and incompetence on the side of whoever is in control of balance in this game, each patch, each day, each disappointment.
judging from what I faced in my last match….decap engi
This one was better than the Zephyr one…that one…just ugh (I have the item that replays it on an alt….)
They could make it winter themed, freeze the water, raise the ceiling in the rock formation and take the point there instead.
Cannon still works as secondary objective, and make it so standing on the ice for more than a second/2 seconds will give you 1 second chill.
- cough * Frozen Isle * cough * http://wiki.guildwars.com/wiki/Frozen_Isle
Or dry the water out, make it more vertical (the actually dried up waterbed) and give it a bit more depth.
Maybe crash the ship, or have it on stilts (construction structure perhaps)
(edited by Zietlogik.6208)
Underwater combat…zerging from land point to land point….
naw i think i’m good with it left out.
Hey guys, just wanted to pop in here and state that come the release of the feature build players will no longer be able to carry the orb while in a transform. For those unfamiliar with what a transform is in PvP, it is a skill that changes your skill bar. I.E Rampage, Elixir U, Tornado, etc. We’ve also trimmed off some hard edges on the map to make travel more smooth and functional.
Thanks and I hope this makes the map more enjoyable for those whom have issues with it.
I don’t think this was ever the issue…
They should remove the orb and replace it WITH a transform, not the other way around.
Picking up the orb would turn you into a spirit, with spirit skills, that way no matter who picks up the objective, they are all transformed into the exact same thing.
In all honesty, I understand the need to make this one pre-rendered…
There were explosions and such.
I’d imagine that the game engine isn’t really designed for explosive environments.
However, Bazaar of the Four Winds should have been rendered in-game in my mind.
I am not disappointed that it is pre-rendered, I am disappointed that the pre-render quality is horrible. Iv’e played so many games that have pre-rendered cutscenes, but the framerates should be BETTER than normal.
If they are recording it on their own machines, then there should be NO excuse for it to be below 120fps, 1080p. The quality is lower than 1080, and with inconsistent framerates, it is just ruins the experience a bit.
What are you spending Found Belongings on?
in Battle for Lion’s Arch - Aftermath
Posted by: Zietlogik.6208
Tomes of Knowledge would be the best use for them. Guest to a server with balth open will get you obby shards much easier and watchwork sprockets are a dime-a-dozen on the TP.
Tome of Knowledge is my go-to
It does seem rather unfinished, like the rough draft you start with before you actual add detailing (I do some digital painting and landscapes myself actually)
Normally you just start with a monochrome quick paint that helps determine foreground, background etc. then flesh out the details etc. and add depth further on through the process.
If a painting is done in steps (which it is) this looks like it stopped at step 2 and gave up :/
Sounds about right…I would +1, but I will wait till after this supposed “big changes” patch coming up….if nothing substantial comes from it….I am in the same boat.
What happened to the great art work for the zone loading screens? This looks like a kid’s fingerpainting >.>
I am ok with a swing in different art styles…but this style is kinda just a mess :/
Quaggan Tonics from Scarlet's Minions
in Battle for Lion’s Arch - Aftermath
Posted by: Zietlogik.6208
These are in the bags….does it mean that the quaggan are secretly scarlet’s minions in disguise?! Do we need to begin “The Culling of the Quag”?!!?
Well at least it doesnt seem overly expensive to do Leatherworking.
And since I have 0 use for ascended crafting outside the back piece (the actual armor isn’t worth much in my eyes) I can probably go with leatherworking instead of armorsmithing (i just chose that since my heavy class is my main)
LA is just a farm fest, so getting the blades isn’t hard, I think I may even already have enough.
I was mainly worried about the 400-500 crafting cost, but if it is only 50g, that I can live with. But I just noticed that you need 15 Lump of Mithrillium, which means it will be a minimum of 5 days for me to craft this.
Also found this on Dulfy for the actual back piece cost:
Tier 1:
Spinal Blades Blueprint Scrap 1/4
Spinal Blades Blueprint Scrap 2/4
Spinal Blades Blueprint Scrap 3/4
Spinal Blades Blueprint Scrap 4/4
1 Spinal Blade Pack Blueprint
25 Blade Shards
10 Radiant Dust
50 Iron Ingot
Tier 2:
1 Spinal Blade Pack
50 Blade Shards
10 Luminous Dust
50 Steel Ingots
Tier 3:
1 Twin Spinal Blades
100 Blade Shards
10 Incandescent Dust
50 Mithril Ingots
Tier 4:
1 Quad Spinal Blades
250 Blade Shards
25 Crystalline Dust
25 Orichalcum Ingots
Ascended Tier:
1 Advanced Spinal Blades
250 Blade Shards
1 Vision Crystal
1 Gift of Blades
Gift of Blades:
250 Blade Shards
15 Deldrimor Steel Ingot/15 Bolt of Damask/15 Elonian Leather Square
10 Pile of Crystalline Dust
1 Watchwork Mechanism
Vision Crystal:
5 Dragonite Ingot
5 Empyreal Star
5 Bloodstone Brick
1 Augur’s Stone (20 skill points)
Watchwork Mechanism:
Refined from 500 Watchwork Sprockets
Require any of the crafting discipline at 400
Deldrimor Steel Ingot: (x15)
20 Iron Ingot (300)
10 Steel Ingot (150)
20 Darksteel Ingot (300)
1 Lump of Mithrillium (15)
Lump of Mithrillium:
50 Mithril Ingot (750)
1 Glob of Ectoplasm (15)
10 Thermocatalytic Reagent (150)
(edited by Zietlogik.6208)
Is there anyone that could help me with the math on this one. I normally just play pvp and WvW, and the sight of these new back pieces actually gave me enough intrigue to want to know how I could acquire them….then I saw it required 500 crafting, a boatload of farmed materials, and some other nonsense.
So does anyone know how much it would cost me (roughly) in order to:
- Get my armorsmithing from 400-500
- The materials needed for the item itself
- Rough amount of time it takes to farm LA for the new materials (I’m sure someone has)
I would just like to know if it is even worth the time to try and get currently, I don’t particularly find standing near a crafting table for an hour or 2 spending 500g to attempt to get an item that is nearly purely cosmetic very fun at all.
Restrictive Camera Ruins Experience!
in Battle for Lion’s Arch - Aftermath
Posted by: Zietlogik.6208
You should check out the options. You can shift the camera to the L and R of characters.
Woah, didn’t know about this. Either it was added recently, or I just never noticed it before somehow. Thanks!
It was added a very long time ago, but it has no effect on your view unless you are completely zoomed in on your character (then it moves left or right)
I guess I was fortunate enough to have sound first try? o.O
They have a bit of work to do with these cinematics, but they are getting better (but nowhere near BEST)
I am disappointed in the pre-render playback for these cutscenes. It uses subpar quality resolution and has stuttering throughout….they did the same thing with the Zephyr (bazaar of the four winds cinematic) where there was massive frame-rate inconsistencies and incredibly poor resolution quality.
This one isn’t nearly as bad as the bazaar of the four winds….but if you are going to simply playback a pre-made video for the cinematic, at least give it the quality it deserves.
To those of you having sound issues etc. I have it uploaded in 1080(-ish)
(edited by Zietlogik.6208)
Escape From Lions Arch Login Cutscene
in Battle for Lion’s Arch - Aftermath
Posted by: Zietlogik.6208
I am uploading it now, and yes there is an NPC in bloodtide settlement (probably all 3 will have one) that can replay the cinematic.

